PLAYER_Name (STRPTR) -- The name of the player; default is no
name.
PLAYER_Hook (struct Hook *) -- Function to call every time the time
changes; default is none. The hook is
called with
a0 -- address of Hook structure
a1 -- message (see <libraries/realtime.h>)
a2 -- address of Player structure
Be aware of that the function is not
necessarily called TICK_FREQ times per
second: this is the upper limit of times
it may be called.
PLAYER_Priority (BYTE) -- The priority of the player; default is 0.
PLAYER_Conductor (STRPTR) -- The name of the conductor to link the
player to. If the conductor doesn't exist,
it's created automatically. Passing ~0
creates a private conductor.
PLAYER_Ready (BOOL) -- Set / clear the ready flag; default is
TRUE.
PLAYER_AlarmTime (LONG) -- Set player's alarm time; implies setting
the PLAYERF_ALARMSET flag.
PLAYER_Alarm (BOOL) -- Set / clear the PLAYERF_ALARMSET flag;
default is FALSE.
PLAYER_AlarmSigTask (struct Task *)
-- The task to signal when the alarm goes
off; default is no task. If no task is
specified PLAYERF_ALARMSET is turned
off.
PLAYER_AlarmSigBit (BYTE) -- Signal bit to use for the alarm or -1
to disable signalling; default is -1.
PLAYER_Quiet (BOOL) -- Specify whether this player should be
ignored or not; default is FALSE.
Generally only used by external sync
applications.
PLAYER_UserData (VOID *) -- Set pointer to user specific data;
default is NULL.
PLAYER_ID (UWORD) -- Set the player's ID; default is 0.
PLAYER_Conducted (BOOL) -- Set / clear the PLAYERF_CONDUCTED flag;
default is FALSE.
PLAYER_ExtSync (BOOL) -- If TRUE, this player attempts to become
the external sync source.
PLAYER_ErrorCode (LONG *) -- Optional pointer to a LONG that will
contain an error code if the function
fails. Possible error values are:
RTE_NOMEMORY -- memory allocation failed
RTE_NOTIMER -- timer allocation failed

Return the next conductor on the conductor list. If 'previousConductor'
is NULL, return the first conductor in the list; if not, return the
conductor following 'previousConductor'. If 'previousConductor' is the
last conductor, this function returns NULL.

Changes the state of the conductor connected to a specified player.
The possible states are
CONDSTATE_STOPPED
CONDSTATE_PAUSED
CONDSTATE_LOCATE
CONDSTATE_RUNNING
other possible "states" are
CONDSTATE_METRIC -- Ask the highest priority conducted node to do a
CONDSTATE_LOCATE
CONDSTATE_SHUTTLE -- Inform the players that the clock value is
changing without the clock running